Action Points

Action points (APs) allow the PCs (and a select few villains…) to do amazing and heroic things that they could not ordinarily do.

All characters receive 6 action points. This pool of action points refreshes each time the PC gains a level; unused action points are lost. However, if the PC has more than 6 action points upon levelling (if, for example, he received any bonus action points from the DM), he may keep the higher total.

Remember that the PCs are expected to overcome twelve or thirteen encounters of moderate difficulty (for their level) before gaining a level. At this rate, the PCs will be able to spend one action point for every two or three encounters. Of course, not all encounters are equally dangerous and deserving of action points, so in practice the PCs will be able to bank a few action points for the ‘big boss encounter’.

PCs may receive additional action points when significant Quests and Milestones (as designated by the DM) are accomplished. The DM may hand the PCs a physical reminder of each Quest (index card, etc.) that indicates the goals of the quest, as well as how many APs it is worth on completion.

Party Pool

The PCs may decide to create a separate pool of action points known as the Party Pool. The APs in the Party Pool may be used by any member of the party at any time, as if they were his own. In order to create a Party Pool, each PC must contribute one (and only one) of their own APs to the pool. Once created, players may only add an action point to the Party Pool when designated by the DM (usually at the beginning of a Quest).

Spending Action Points

APs may be spent on the following broad uses:
1. Improve any d20 roll (attack roll, skill check, saving throw, caster level check, etc.). Roll an action die (typically, d6) and add the result to your d20 check. You may only use an action point to improve the result of a roll before the DM informs you of the outcome of the roll. You may only use one AP per roll to improve any given d20 check.
2. Re-roll a failed d20 roll. In this case, you spend the action point after the DM informs you of the outcome of the roll. Spend an action point to roll again. The second result stands. (You may spend another action point to improve this second roll.) Note that the average improvement when taking the better of two d20 rolls is about +3.
3. Negate a critical threat scored on you by an opponent.
4. Confirm a critical threat without having to re-roll your attack.
5. Use a limited resource ability (‘per rest/per day’) an additional time (even if you have exhausted your normal supply).
6. Take an additional attack or move action on your turn. An extra attack is at the same bonus or penalty as your other attacks that round. (Once per turn only.)
7. Emergency stabilize—If you have 0 or fewer hit points and are dying, you may spend an action point to automatically stabilize; you do not have to make a Fort save to stabilize.
8. Make a ‘second chance’ saving throw or SR check on a subsequent round. This use is only permitted if the target failed his first saving throw/SR check and is subject to an ongoing (not instantaneous) effect.
9. Finally, a PC must spend an AP to bring his soul back from the dead.

‘Exploding’ Dice

Action dice are always ‘exploding’ dice. If you roll the maximum result on the die (for example, a ‘6’ on a d6), you get to keep rolling the die, and adding the next result to your previous total. Count the total as one less than the maximum (for example, count a ‘6’ on a d6 as ‘5’, count a ‘10’ on a d10 as a 9, etc.) and roll again, adding the next roll to the prior total. You can continue this as long as you keep rolling the maximum result.

Note: If you roll more than one die per action point (for example, when you are permitted to roll multiple dice and choose the highest result) only one die can explode, even if more than one die shows the maximum result.

The table below shows the average bonus a PC can expect from exploding action dice of various sizes. For example, a player with a base d12 action die, rolling three exploding dice, can expect an average boost of +8.04.

Damage dice table 2 low

Action Point Enhancements

At 1st level and every 3 levels thereafter (4th, 7th, 10th, 13th, 16th, and 19th), you may choose an Action Point Enhancement. These enhancements are organized into archetypal roles—and some enhancements are obviously better suited to some character classes than others—but there is no restriction on what enhancements you choose other than your level. You can even mix and match enhancements from several different roles—but if you choose to specialize in a certain role, you will tend to be more powerful.

General

These enhancements are suitable for any role.

Bound Item: This enhancement allows you to bind certain types of magic items to your
character, so that they will increase in power as your character increases in power:
• Magic weapons, armor, and shields with an enhancement bonus;
• Magic items that provide a deflection or natural armor bonus to AC;
• Magic items that provide a resistance bonus to saving throws.
When you bind an item to your character, the item’s numeric bonus (enhancement, deflection, natural armor, or resistance) automatically increases as your character increases in level: +2 at 6th level, +3 at 9th level, +4 at 12th level, and +5 at 15th level.
Each time you gain a level (and your Action Points refresh) you can choose to bind or unbind new items.
Extra Action Point I: Your base action points are increased by +1 (to 7 total).
Extra Action Point II: Your base action points are increased by +2 (to 8 total).
Extra Action Point III: Your base action points are increased by +3 (to 9 total).
Extra Action Point IV: Your base action points are increased by +4 (to 10 total).
Increase Action Die I: The size of your action die increases by one step (d6 becomes d8).
Increase Action Die II: As above, but the size of the die increases another step (to d10).
Increase Action Die III: As above, but the size of the die increases another step (to d12). No action die may ever be increased above d12.
Last Gasp I: If you spend your last action point, you may roll two action dice and choose the highest result.
Last Gasp II: As Last Gasp I, but you may roll three dice and choose the highest result.
Last Gasp III: As Last Gasp I, but you may roll four dice and choose the highest result.
Mythic Skills I: Choose three trained class skills (at least 1 rank). When you spend an action point to improve your d20 check on any of these skills, you may roll two action dice and choose the highest result.
Mythic Skills II: As above, but you may roll three dice and choose the highest result.
Mythic Skills III: As above, but you may roll four dice and choose the highest result.

Defender

These enhancements are suitable for characters who want to be able to take a pounding and still pull through.

Mythic Dodge I: You may spend an action point to add a dodge bonus to your AC equal to the amount rolled on the action die. This bonus lasts until the start of your next action.
Mythic Dodge II: As above, but you may roll two action dice and choose the highest result.
Mythic Dodge III: As above, but you may roll three dice and choose the highest result.
Mythic Dodge IV: As above, but you may roll four dice and choose the highest result.
Mythic Resilience I: You may spend an action point to gain Damage Reduction X/–, where X is the result of the action die. This DR lasts until the start of your next action. If you already have DR/–, this DR stacks.
Mythic Resilience II: As above, but you may roll two dice and choose the highest result.
Mythic Resilience III: As above, but you may roll three dice and choose the highest result.
Mythic Resilience IV: As above, but you may roll four dice and choose the highest result.
The Anvil (Defender Capstone)
Prerequisite: In order to choose this enhancement, you must have at least one Tier III Defender enhancement.
When you spend an action point, regardless of the purpose for which you spent it, you also recover a number of hit points equal to the result of the action die. If the action point does not normally call for you to roll a die, roll the die anyway.

Mentor

These enhancements are suitable for characters who consider themselves ‘team players’. They are more interested in the success and survival of the party.

Desperation I: If you are helpless, incapacitated, or dying (but not dead), until you recover or the end of the encounter (whichever comes first), whenever any of your allies rolls an action die, they may roll two action dice and choose the highest result.
Desperation II: As above, but your allies may roll three dice and choose the highest result.
Desperation III: As above, but your allies may roll four dice and choose the highest result.
Mythic Edge I: When you attempt the same task an ally attempted previously in the same round (attack the same enemy, attempt the same skill check, save against the same effect, etc.), and you spend an action point to improve your check, you may roll two action dice and choose the highest result.
Mythic Edge II: As above, but you may roll three dice and choose the highest result.
Mythic Edge III: As above, but you may roll four dice and choose the highest result.
Mythic Sacrifice I: Once per game session, if an ally spends an action point and you currently have more action points than that ally, you may give the ally the action point out of your own total.
Mythic Sacrifice II: As above, but when your ally rolls the action die, he gets to roll two dice and choose the highest result.
Mythic Sacrifice III: As above, but your ally gets to roll three dice and choose the highest
result.
Mythic Sacrifice IV: As above, but your ally gets to roll four dice and choose the highest result.
Mentor’s Passing (Mentor Capstone)
Prerequisite: In order to choose this enhancement, you must have at least one Tier III Mentor enhancement.
If you die, each of your allies has his or her action points refreshed, or gains +1 action point, whichever is higher.

Oracle

These enhancements are most suitable for spellcasters or other characters with ‘otherworldly’ knowledge.

Mythic Adept I: When you spend an action point to improve a d20 caster level check (including such checks as concentration checks, spell penetration, and dispel magic), you may roll two action dice and choose the highest result.
Mythic Adept II: As above, but you may roll three dice and choose the highest result.
Mythic Adept III: As above, but you may roll four dice and choose the highest result.
Prescience I: You may spend an action point to allow an ally to spend an action point even after the DM informs him of the success or failure of his action. (Normally, a player must decide to spend his action point before the DM informs him of the success or failure of his action.)
Prescience II: As above, and if your ally decides to spend an action point, he may roll two dice and choose the highest result.
Prescience III: As above, and if your ally decides to spend an action point, he may roll three dice and choose the highest result.
Prescience IV: As above, and if your ally decides to spend an action point, he may roll four dice and choose the highest result.
Prophecy I: Once per game session, you may spend an action point to ask the DM a number of yes/no questions equal to the result of the action die. Each question has a chance of receiving an answer equal to 70% + your character level. You will never receive a false answer, but you may occasionally receive no answer at all.
Prophecy II: As above, but you may roll two dice and choose the highest result.
Prophecy III: As above, but you may roll three dice and choose the highest result.
Prophecy IV: As above, but you may roll four dice and choose the highest result.
Inexorable Spell (Oracle Capstone)
Prerequisite: In order to choose this enhancement, you must have at least one Tier III Oracle enhancement.
Once per game session, you may spend an action point to increase the saving throw DC of your spell by the amount rolled on the action die.

Shadow

These enhancements are suitable for characters who do not consider themselves team players. They are more interested in their own success and survival.

Mythic Luck I: When you spend an action point to improve a d20 saving throw, you may roll two action dice and choose the highest result.
Mythic Luck II: As above, but you may roll three dice and choose the highest result.
Mythic Luck III: As above, but you may roll four dice and choose the highest result.
Shadow’s Price I: Once per game session, when you want to spend an action point, you may take that action point from any ally who has more action points than your current total.
Shadow’s Price II: As above, and you may roll two action dice and choose the highest result.
Shadow’s Price III: As above, but you may roll three dice and choose the highest result.
Shadow’s Price IV: As above, but you may roll four dice and choose the highest result.
Shadow’s Edge (Shadow Capstone)
Prerequisite: In order to choose this enhancement, you must have at least one Tier III Shadow enhancement.
When you spend an action point from the Party Pool, or taken from an ally via your Shadow’s Price enhancement, your action die is increased by two sizes (d6/d8/d10/d12). No action die can be increased above d12.

Vanguard

These enhancements are suitable for the typical ‘Hero’, those who want to be at the front of the action.

Mythic Smite I: After a successful attack, you may spend an action point and add the result of the action die to your damage.
Mythic Smite II: As above, but you may roll two dice and choose the highest result.
Mythic Smite III: As above, but you may roll three dice and choose the highest result.
Mythic Smite IV: As above, but you may roll four dice and choose the highest result.
Mythic Strike I: When you spend an action point to improve your d20 attack roll, you may roll two dice and choose the highest result.
Mythic Strike II: As above, but you may roll three dice and choose the highest result.
Mythic Strike III: As above, but you may roll four dice and choose the highest result.
Last Best Hope I: When you spend an action point from the Party Pool, you may roll two dice and choose the highest result.
Last Best Hope II: As above, but you may roll three dice and choose the highest result.
Last Best Hope III: As above, but you may roll four dice and choose the highest result.
Mythic Boon (Vanguard Capstone)
Prerequisite: In order to choose this enhancement, you must have at least one Tier III Vanguard enhancement.
When you spend an action point for a Mythic Smite, Mythic Strike, or Last Best Hope, your action die is increased by two sizes (d6/d8/d10/d12). No action die can be increased above d12.

Action Points

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